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Merge branch 'master' into Mario/stats_eloranking
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / sv_main.qc
1 #include "sv_main.qh"
2
3 #include "anticheat.qh"
4 #include "g_hook.qh"
5 #include "g_damage.qh"
6 #include "g_world.qh"
7
8 #include "bot/api.qh"
9
10 #include "command/common.qh"
11
12 #include <server/mutators/_mod.qh>
13 #include "weapons/csqcprojectile.qh"
14 #include <server/compat/quake3.qh>
15
16 #include "../common/constants.qh"
17 #include "../common/deathtypes/all.qh"
18 #include "../common/debug.qh"
19 #include "../common/mapinfo.qh"
20 #include "../common/util.qh"
21
22 #include "../common/vehicles/all.qh"
23 #include <common/monsters/sv_monsters.qh>
24 #include <common/weapons/_all.qh>
25
26 #include "../lib/csqcmodel/sv_model.qh"
27
28 #include "../lib/warpzone/common.qh"
29 #include "../lib/warpzone/server.qh"
30
31 void CreatureFrame_hotliquids(entity this)
32 {
33         if (this.dmgtime >= time)
34         {
35                 return;
36         }
37
38         this.dmgtime = time + autocvar_g_balance_contents_damagerate;
39
40         if (this.flags & FL_PROJECTILE)
41         {
42                 if (this.watertype == CONTENT_LAVA)
43                         Damage (this, NULL, NULL, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, DMG_NOWEP, this.origin, '0 0 0');
44                 else if (this.watertype == CONTENT_SLIME)
45                         Damage (this, NULL, NULL, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, DMG_NOWEP, this.origin, '0 0 0');
46         }
47         else
48         {
49                 if (this.watertype == CONTENT_LAVA)
50                 {
51                         if (this.watersound_finished < time)
52                         {
53                                 this.watersound_finished = time + 0.5;
54                                 sound (this, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
55                         }
56                         Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, DMG_NOWEP, this.origin, '0 0 0');
57                         if(autocvar_g_balance_contents_playerdamage_lava_burn)
58                                 Fire_AddDamage(this, NULL, autocvar_g_balance_contents_playerdamage_lava_burn * this.waterlevel, autocvar_g_balance_contents_playerdamage_lava_burn_time * this.waterlevel, DEATH_LAVA.m_id);
59                 }
60                 else if (this.watertype == CONTENT_SLIME)
61                 {
62                         if (this.watersound_finished < time)
63                         {
64                                 this.watersound_finished = time + 0.5;
65                                 sound (this, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
66                         }
67                         Damage (this, NULL, NULL, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, DMG_NOWEP, this.origin, '0 0 0');
68                 }
69         }
70 }
71
72 void CreatureFrame_Liquids(entity this)
73 {
74         if (this.watertype <= CONTENT_WATER && this.waterlevel > 0) // workaround a retarded bug made by id software :P (yes, it's that old of a bug)
75         {
76                 if (!(this.flags & FL_INWATER))
77                 {
78                         this.flags |= FL_INWATER;
79                         this.dmgtime = 0;
80                 }
81
82                 CreatureFrame_hotliquids(this);
83         }
84         else
85         {
86                 if (this.flags & FL_INWATER)
87                 {
88                         // play leave water sound
89                         this.flags &= ~FL_INWATER;
90                         this.dmgtime = 0;
91                 }
92                 this.air_finished = time + 12;
93         }
94 }
95
96 void CreatureFrame_FallDamage(entity this)
97 {
98         if(IS_VEHICLE(this) || (this.flags & FL_PROJECTILE))
99                 return; // vehicles and projectiles don't receive fall damage
100         if(!(this.velocity || this.oldvelocity))
101                 return; // if the entity hasn't moved and isn't moving, then don't do anything
102
103         // check for falling damage
104         float velocity_len = vlen(this.velocity);
105         bool have_hook = false;
106         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
107         {
108             .entity weaponentity = weaponentities[slot];
109             if(this.(weaponentity).hook && this.(weaponentity).hook.state)
110             {
111                 have_hook = true;
112                 break;
113             }
114         }
115         if(!have_hook)
116         {
117                 float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
118                 if (IS_DEAD(this))
119                         dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
120                 else
121                         dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
122                 if (dm > 0)
123                         Damage (this, NULL, NULL, dm, DEATH_FALL.m_id, DMG_NOWEP, this.origin, '0 0 0');
124         }
125
126         if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
127                 Damage (this, NULL, NULL, 100000, DEATH_SHOOTING_STAR.m_id, DMG_NOWEP, this.origin, '0 0 0');
128 }
129
130 void CreatureFrame_All()
131 {
132         if(game_stopped || time < game_starttime)
133                 return;
134
135         IL_EACH(g_damagedbycontents, it.damagedbycontents,
136         {
137                 if (it.move_movetype == MOVETYPE_NOCLIP) continue;
138                 CreatureFrame_Liquids(it);
139                 CreatureFrame_FallDamage(it);
140                 it.oldvelocity = it.velocity;
141         });
142 }
143
144 void Pause_TryPause(bool ispaused)
145 {
146         int n = 0;
147         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it), {
148                 if (PHYS_INPUT_BUTTON_CHAT(it) != ispaused) return;
149                 ++n;
150         });
151         if (!n) return;
152         setpause(ispaused);
153 }
154
155 void SV_PausedTic(float elapsedtime)
156 {
157         if (!server_is_dedicated) Pause_TryPause(false);
158 }
159
160 /*
161 =============
162 StartFrame
163
164 Called before each frame by the server
165 =============
166 */
167
168 bool game_delay_last;
169
170 bool autocvar_sv_autopause = false;
171 void systems_update();
172 void sys_phys_update(entity this, float dt);
173 void StartFrame()
174 {
175     // TODO: if move is more than 50ms, split it into two moves (this matches QWSV behavior and the client prediction)
176     IL_EACH(g_players, IS_FAKE_CLIENT(it), sys_phys_update(it, frametime));
177     IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPreThink(it));
178
179         execute_next_frame();
180         if (autocvar_sv_autopause && !server_is_dedicated) Pause_TryPause(true);
181
182         delete_fn = remove_unsafely; // not during spawning!
183         serverprevtime = servertime;
184         servertime = time;
185         serverframetime = frametime;
186
187 #ifdef PROFILING
188         if(time > client_cefc_accumulatortime + 1)
189         {
190                 float t = client_cefc_accumulator / (time - client_cefc_accumulatortime);
191                 int c_seeing = 0;
192                 int c_seen = 0;
193                 FOREACH_CLIENT(true, {
194                         if(IS_REAL_CLIENT(it))
195                                 ++c_seeing;
196                         if(IS_PLAYER(it))
197                                 ++c_seen;
198                 });
199                 LOG_INFO(
200                     "CEFC time: ", ftos(t * 1000), "ms; ",
201             "CEFC calls per second: ", ftos(c_seeing * (c_seen - 1) / t), "; ",
202             "CEFC 100% load at: ", ftos(solve_quadratic(t, -t, -1) * '0 1 0')
203         );
204                 client_cefc_accumulatortime = time;
205                 client_cefc_accumulator = 0;
206         }
207 #endif
208
209         IL_EACH(g_projectiles, it.csqcprojectile_clientanimate, CSQCProjectile_Check(it));
210
211         if (RedirectionThink()) return;
212
213         UncustomizeEntitiesRun();
214         InitializeEntitiesRun();
215
216         WarpZone_StartFrame();
217
218         sys_frametime = autocvar_sys_ticrate * autocvar_slowmo;
219         if (sys_frametime <= 0) sys_frametime = 1.0 / 60.0; // somewhat safe fallback
220
221         if (timeout_status == TIMEOUT_LEADTIME) // just before the timeout (when timeout_status will be TIMEOUT_ACTIVE)
222                 orig_slowmo = autocvar_slowmo; // slowmo will be restored after the timeout
223
224         // detect when the pre-game countdown (if any) has ended and the game has started
225         bool game_delay = (time < game_starttime);
226         if (autocvar_sv_eventlog && game_delay_last && !game_delay)
227                 GameLogEcho(":startdelay_ended");
228         game_delay_last = game_delay;
229
230         CreatureFrame_All();
231         CheckRules_World();
232
233         if (warmup_stage && !game_stopped && warmup_limit > 0 && time >= warmup_limit) {
234                 ReadyRestart();
235                 return;
236         }
237
238         bot_serverframe();
239         anticheat_startframe();
240         MUTATOR_CALLHOOK(SV_StartFrame);
241
242     FOREACH_CLIENT(true, GlobalStats_update(it));
243     IL_EACH(g_players, IS_FAKE_CLIENT(it), PlayerPostThink(it));
244 }
245
246 .vector originjitter;
247 .vector anglesjitter;
248 .float anglejitter;
249 .string gametypefilter;
250 .string cvarfilter;
251
252 /**
253  * Evaluate an expression of the form: [+ | -]? [var[op]val | [op]var | val | var] ...
254  * +: all must match. this is the default
255  * -: one must NOT match
256  *
257  * var>x
258  * var<x
259  * var>=x
260  * var<=x
261  * var==x
262  * var!=x
263  * var===x
264  * var!==x
265  */
266 bool expr_evaluate(string s)
267 {
268     bool ret = false;
269     if (str2chr(s, 0) == '+') {
270         s = substring(s, 1, -1);
271     } else if (str2chr(s, 0) == '-') {
272         ret = true;
273         s = substring(s, 1, -1);
274     }
275     bool expr_fail = false;
276     for (int i = 0, n = tokenize_console(s); i < n; ++i) {
277         int o;
278         string k, v;
279         s = argv(i);
280         #define X(expr) \
281             if (expr) \
282                 continue; \
283             expr_fail = true; \
284             break;
285
286         #define BINOP(op, len, expr) \
287             if ((o = strstrofs(s, op, 0)) >= 0) { \
288                 k = substring(s, 0, o); \
289                 v = substring(s, o + len, -1); \
290                 X(expr); \
291             }
292         BINOP(">=", 2, cvar(k) >= stof(v));
293         BINOP("<=", 2, cvar(k) <= stof(v));
294         BINOP(">",  1, cvar(k) >  stof(v));
295         BINOP("<",  1, cvar(k) <  stof(v));
296         BINOP("==", 2, cvar(k) == stof(v));
297         BINOP("!=", 2, cvar(k) != stof(v));
298         BINOP("===", 3, cvar_string(k) == v);
299         BINOP("!==", 3, cvar_string(k) != v);
300         {
301             k = s;
302             bool b = true;
303             if (str2chr(k, 0) == '!') {
304                 k = substring(s, 1, -1);
305                 b = false;
306             }
307             float f = stof(k);
308             bool isnum = ftos(f) == k;
309             X(boolean(isnum ? f : cvar(k)) == b);
310         }
311         #undef BINOP
312         #undef X
313     }
314     if (!expr_fail) {
315         ret = !ret;
316     }
317     // now ret is true if we want to keep the item, and false if we want to get rid of it
318     return ret;
319 }
320
321 void SV_OnEntityPreSpawnFunction(entity this)
322 {
323         if (this)
324         if (this.gametypefilter != "")
325         if (!isGametypeInFilter(MapInfo_LoadedGametype, teamplay, have_team_spawns, this.gametypefilter))
326         {
327                 goto cleanup;
328         }
329         if (this.cvarfilter != "" && !expr_evaluate(this.cvarfilter)) {
330         goto cleanup;
331         }
332
333         if (DoesQ3ARemoveThisEntity(this)) {
334                 goto cleanup;
335         }
336
337         set_movetype(this, this.movetype);
338
339         if (this.monster_attack) {
340                 IL_PUSH(g_monster_targets, this);
341     }
342
343         // support special -1 and -2 angle from radiant
344         if (this.angles == '0 -1 0') {
345                 this.angles = '-90 0 0';
346         } else if (this.angles == '0 -2 0') {
347                 this.angles = '+90 0 0';
348     }
349
350     #define X(out, in) MACRO_BEGIN \
351         if (in != 0) { out = out + (random() * 2 - 1) * in; } \
352     MACRO_END
353     X(this.origin.x, this.originjitter.x); X(this.origin.y, this.originjitter.y); X(this.origin.z, this.originjitter.z);
354     X(this.angles.x, this.anglesjitter.x); X(this.angles.y, this.anglesjitter.y); X(this.angles.z, this.anglesjitter.z);
355     X(this.angles.y, this.anglejitter);
356     #undef X
357
358         if (MUTATOR_CALLHOOK(OnEntityPreSpawn, this)) {
359                 goto cleanup;
360         }
361         return;
362 LABEL(cleanup)
363     delete(this);
364 }
365
366 void WarpZone_PostInitialize_Callback()
367 {
368         // create waypoint links for warpzones
369         entity tracetest_ent = spawn();
370         setsize(tracetest_ent, PL_MIN_CONST, PL_MAX_CONST);
371         tracetest_ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
372         //for(entity e = warpzone_first; e; e = e.warpzone_next)
373         for(entity e = NULL; (e = find(e, classname, "trigger_warpzone")); )
374                 waypoint_spawnforteleporter_wz(e, tracetest_ent);
375         delete(tracetest_ent);
376 }
377
378 /*
379 ==================
380 main
381
382 unused but required by the engine
383 ==================
384 */
385 void main ()
386 {
387
388 }